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As a workaround you can update your collision objects, call performDiscreteCollisionDetection on the collision world, then iterate over the manifolds in the dispatcher. This should at least give you the collisions. |
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Reproduction sequence:
btCollisionWorld
.btGImpactCollisionAlgorithm::registerAlgorithm
.btGImpactMeshShape
shapes, add them to world.btCollisionWorld::contactPairTest
for two objects.Result:
btEmptyAlgorithm
stub is dispatched for testing and actual collisions are never reported.This behavior appeared in commit 9ee1c4e. In earlier versions, GImpact algorithm would be used.
Would it make sense to rename
btCollisionWorld::contactPairTest
toclosestPointPairTest
and then use
BT_CONTACT_POINT_ALGORITHMS
incontactPairTest
for algorithm lookup?Beta Was this translation helpful? Give feedback.
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